I'd like to have a general discussion of the role of the player in an Age's story, and how it relates to the Ages people in the GoW are building. Hopefully other folks out there are interested in talking about this stuff This is all obviously a very OOC discussion--more from the point of view of a game designer than a Writer.
What I want to explore is how the person playing through an Age can affect its story, and what goals the player can have while exploring. The baseline mode of interaction is for the player to be passive, storywise. The player wanders around, solves puzzles in order to gain access to all areas of an Age, and reads journals. This allows them to absorb backstory, but how can the player have a more active, compelling role?
In the Myst games, the player carries out tasks for characters they encounter. Sometimes this is because the characters are incapable of action on their own (Myst, Riven), and sometimes it's because the character wants the player to experience something (Yeesha's missions). The desire to complete the tasks is something that motivates the player to solve the puzzles even after the "oo, shiny!" factor of exploring a new Age has worn off.
If you are creating an Age in which the stories happened a long, long time ago, how do you involve the player? Can the player have a non-passive role without NPCs needing things done for them?
One device that can work to motivate the player to solve puzzles is to hide the linking books leaving the Age behind puzzles, effectively trapping them there until everything is solved. Myst is a good example of this. If everyone has a Relto book, and thus an automatic way out, is this still a useful technique?
How is the player's role as a D'ni explorer different from the role of the Stranger in the earlier Myst games? What kind of role do today's Writers envision for the people who explore the Ages they write? Is there an interest in creating gameplay, like in the games, or are people more interested in simply creating an interesting environment for explorers to wander around in?
(edited to add: just found this post with some good thoughts on puzzle design, but it leaves me with more questions than answers...)